Clean up WebGLRenderingContext.webidl

This commit is contained in:
Anthony Ramine 2018-04-03 10:39:51 +02:00
parent 0a3ffc0c60
commit 84adede785

View file

@ -470,7 +470,8 @@ interface WebGLRenderingContextBase
readonly attribute GLsizei drawingBufferHeight;
[WebGLHandlesContextLoss] WebGLContextAttributes? getContextAttributes();
//[WebGLHandlesContextLoss] boolean isContextLost();
// FIXME: https://github.com/servo/servo/issues/15266
// [WebGLHandlesContextLoss] boolean isContextLost();
sequence<DOMString>? getSupportedExtensions();
object? getExtension(DOMString name);
@ -489,15 +490,12 @@ interface WebGLRenderingContextBase
void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha);
// FIXME(xanewok) from CodegenRust.py:
// 'No support for unions as distinguishing arguments yet' for below
// original WebIDL function definition
// void bufferData(GLenum target, BufferDataSource? data, GLenum usage);
// FIXME(xanewok): https://github.com/servo/servo/issues/20513
[Throws]
void bufferData(GLenum target, object? data, GLenum usage);
[Throws]
void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
void bufferSubData(GLenum target, GLintptr offset, BufferDataSource? data);
void bufferSubData(GLenum target, GLintptr offset, /*[AllowShared]*/ BufferDataSource? data);
[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
void clear(GLbitfield mask);
@ -509,17 +507,15 @@ interface WebGLRenderingContextBase
void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border,
ArrayBufferView data);
/*[AllowShared]*/ ArrayBufferView data);
void compressedTexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format,
ArrayBufferView data);
/*[AllowShared]*/ ArrayBufferView data);
// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.8
void copyTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLsizei height,
GLint border);
// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.8
void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint x, GLint y, GLsizei width, GLsizei height);
@ -576,7 +572,8 @@ interface WebGLRenderingContextBase
GLenum pname);
any getProgramParameter(WebGLProgram program, GLenum pname);
DOMString? getProgramInfoLog(WebGLProgram program);
//any getRenderbufferParameter(GLenum target, GLenum pname);
// FIXME: https://github.com/servo/servo/issues/20514
// any getRenderbufferParameter(GLenum target, GLenum pname);
any getShaderParameter(WebGLShader shader, GLenum pname);
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
DOMString? getShaderInfoLog(WebGLShader shader);
@ -585,7 +582,7 @@ interface WebGLRenderingContextBase
any getTexParameter(GLenum target, GLenum pname);
//any getUniform(WebGLProgram program, WebGLUniformLocation location);
// any getUniform(WebGLProgram program, WebGLUniformLocation location);
WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);
@ -607,7 +604,7 @@ interface WebGLRenderingContextBase
void polygonOffset(GLfloat factor, GLfloat units);
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, ArrayBufferView? pixels);
GLenum format, GLenum type, /*[AllowShared]*/ ArrayBufferView? pixels);
void renderbufferStorage(GLenum target, GLenum internalformat,
GLsizei width, GLsizei height);
@ -623,11 +620,11 @@ interface WebGLRenderingContextBase
void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
// FIXME: Codegen requires that this have [Throws] to match the other one.
// FIXME: https://github.com/servo/servo/issues/20516
[Throws]
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, ArrayBufferView? pixels);
GLenum type, /*[AllowShared]*/ ArrayBufferView? pixels);
[Throws]
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLenum format, GLenum type, TexImageSource source); // May throw DOMException
@ -638,78 +635,67 @@ interface WebGLRenderingContextBase
void texParameterf(GLenum target, GLenum pname, GLfloat param);
void texParameteri(GLenum target, GLenum pname, GLint param);
// FIXME: Codegen requires that this have [Throws] to match the other one.
// FIXME: https://github.com/servo/servo/issues/20516
[Throws]
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type, ArrayBufferView? pixels);
GLenum format, GLenum type, /*[AllowShared]*/ ArrayBufferView? pixels);
[Throws]
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, TexImageSource source); // May throw DOMException
void uniform1f(WebGLUniformLocation? location, GLfloat x);
void uniform1fv(WebGLUniformLocation? location, Float32Array v);
void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void uniform1i(WebGLUniformLocation? location, GLint x);
void uniform1iv(WebGLUniformLocation? location, Int32Array v);
void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
void uniform1fv(WebGLUniformLocation? location, Float32Array v);
void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform2fv(WebGLUniformLocation? location, Float32Array v);
void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
void uniform2iv(WebGLUniformLocation? location, Int32Array v);
void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
void uniform3fv(WebGLUniformLocation? location, Float32Array v);
void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
void uniform3iv(WebGLUniformLocation? location, Int32Array v);
void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void uniform4fv(WebGLUniformLocation? location, Float32Array v);
void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
void uniform1iv(WebGLUniformLocation? location, Int32Array v);
void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
void uniform2iv(WebGLUniformLocation? location, Int32Array v);
void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
void uniform3iv(WebGLUniformLocation? location, Int32Array v);
void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
void uniform4iv(WebGLUniformLocation? location, Int32Array v);
void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
Float32Array value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
sequence<GLfloat> value);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
void useProgram(WebGLProgram? program);
void validateProgram(WebGLProgram program);
void vertexAttrib1f(GLuint indx, GLfloat x);
void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib1fv(GLuint indx, Float32Array values);
void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values);
void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
void vertexAttrib2fv(GLuint indx, Float32Array values);
void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values);
void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void vertexAttrib3fv(GLuint indx, Float32Array values);
void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values);
void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(GLuint indx, Float32Array values);
void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values);
void vertexAttribPointer(GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, GLintptr offset);